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Richard Partin
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I own the Create YOUR Warangel edition of this epic fantasy war game by Angelo Porazzi.

With this edition, one can request their favorite "races" (armies) and maps from among the 11 generations and 110 different warrior races—80 of which are translated and available in English. These races come on pre-painted wooden blocks. One can also order maps especially designed for each race. These maps illustrate real sectors of the Earth, such as the Caribbean, Japan, the Western U.S., Greece, and so on.

I currently own 13 races and maps for each race (beautifully illustrated by Mr. Porazzi).

By July of 2007 I had played the game 8 times and felt as though I was getting a handle on the rules. After playing a half dozen times by myself and contacting Mr. Porazzi for a few rules interpretations, I got my 8-year-old to play. This game is rated for 12 years and older, but with some explaining and help here and there, he caught on pretty fast and liked it--especially when his "Ghosts" beat my "Barbarians."

Game Play

To set up, each player chooses an army (Race) and takes its Reference Sheet and counters. Then choose a map for your army. Set up a screen between the two maps so each player can place his armies and fortresses secretly. Armies have varying numbers of warriors, usually between 30 and 45.

The first player to place all his warriors and fortresses on his map moves first. On his turn he can move as many of his warriors as he wishes, and, depending on placement, conduct battles.

Warriors are rated for Power (fighting), Vitality (defense), Movement, and specializations (any particular fighting or defensive abilities, including various physical or mental weapons). Examples of physical weapons include flying, jumping, blocking Blue Holes, transporting, crawling, and dragging. There are mental weapons such as transforming or enchanting opponents, or infiltrating through their ranks. Examples of armies include: Barbarians, Amphibians, Egyptians, Goblins, Giants, Ultrasonics, and Gorgons.

Each army has a Master and 4 other units, ranging from the powerful Dominant caste, to two Intermediate castes, to the basic Infantry caste. You start the game with the number of warriors indicated on the “Warriors” rating for each of the five types of units for that particular race. All races have only 1 Master. Each reference sheet tells you the particular abilities of each type of warrior for that race.

Each map matches a sector of the Earth and is like an island surrounded by a radioactive ocean that can be trespassed only by warriors with an Ocean specialization. Maps have various terrains, with their own particular effects. These include Plains, Savannahs, Mountains, Ice, Lava, Deserts, Radioactive Clouds, Woods, Water, Volcanoes and Chasms. Ocean comprises the borders of each map.

Blue Holes are the only passages that connect maps. Each map has 10 Blue Holes and has a corresponding Hole on all other maps.

Each race gets 7 fortresses, which are placed in their owner’s territory, with at least 6 hexes between each. Players secretly place under each fortress a Resource Point counter (worth 1-3 points each, for a total of 10). Once placed, the fortresses remain in place for the duration of that particular game (battle). Players also place one warrior under each fortress as a garrison. The defensive rating of a Garrison is plus one.

To conquer a fortress you have to eliminate the enemy Garrison and the move your warrior into the fortress, taking control of the Resource Points of that fortress. To control a fortress you must have a Garrison in it; otherwise you can’t count the Resource Points in your total toward the 12 you need for Victory. By conquering enemy fortresses, players can also reclaim warriors previously lost in battle.

Winning and Strategy

Your army starts with 10 points—the total value of 7 fortresses—and you must get 12 points to win. That doesn't sound that hard, but your Victory Point total reflects the number of fortresses you hold at the END of your turn.

There are five 1-pt. forts, one worth 2 points, and one worth 3. Since set-up is done using a screen, you've no way of knowing where your opponent places his fortresses. Also, one warrior goes under each fortress and constitutes its "Garrison," which gives it additional attack and defense ratings. So one has to choose carefully how powerful a warrior he wants to Garrison his fort. For example, you can lose one of your own fortresses on your opponent's turn, but come right back and re-conquer your fortress or conquer one of his to get back Victory Points. Thus, 12 points isn't that easy to reach and hold.

Each army has different strengths and weaknesses, and on the whole they are extremely well balanced. As I play more I am learning more about how best to defend and attack. Suffice to say there's a lot to learn to become good at this game, and with the variety of armies and maps available, replay is just about unlimited. In time I can see buying more maps as well as wooden blocks to mount counters on, because the different-colored wooden blocks make it easier to distinguish sides.

General notes

I rewrote the basic rules into 6 single-sided pages for my own understanding, checking with Mr. Porazzi on some points. The artwork and overall creativity and time and play-testing that must have gone into this game is jaw-dropping. As with all of his games, Mr. Porazzi’s whimsical illustrations add to the fun of playing.

As of early September 2007, I've played the game several more times with my 8-year-old, using many of the races I own. I feel like we've gotten a pretty good handle on the game system now, so we don't have to constantly be referring to the reference sheets, rules, and so on.

In fact, recently, my 13-year-old son was listening to us play a game, and asked if we could teach him. Obviously it sounded like we were having a good time (which we were), and it’s always fun to bring in a new player for “Warangel,” a game that invites an individual approach to game play.

Conclusion

This is one of those games that just suits me well. I like the variety of races and maps, which are beautifully illustrated. I feel like at this point I have virtually unlimited combinations of playing possibilities, interactions, strategies, and so on.

I give this game a rating of “9” on the BoardGameGeek scale, meaning it’s an excellent game and (within reason) I always want to play it. With more time and experience I imagine that rating will climb to the lofty “10”: ‘Always want to play and expect this will never change.’ My only other expectation is that in another year or so I’ll be ready to add other favorite races and their corresponding maps. In the meantime my 8-year-old is suggesting that once we’ve played all the races we have and know what each can do, we organize a league and keep track of wins and losses and see who’s the real champion. Capital idea!

To me a "9" rating means that this is a game I naturally like to play a lot, and expect to keep playing as far as I can foresee. Of all Mr. Porazzi’s games thus far, the Create YOUR Warangel edition is his magnum opus. It's not only a keeper; it's in the very top rank of my game collection.

--Rick Partin

 
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